Campo Santo proves that it's good for more than making absurdly promising games; it's also positioning itself as Mojo's replacement by recently siphoning Full Throttle reflections out of Tim Schafer. Those memories combined with perspectives from folks you might recognize make for an insightful retrospective on the game and its impact on Schafer's career thereafter.

Acknowledgement is also made of Tim's good fortune to see both of the game's unsanctioned sequels die on the vine, quelled threats that nonetheless motivated his departure:

One day, deep into production on Grim Fandango, Schafer noticed that the project leads on the third Monkey Island game were at work on a new project, and asked somebody what they were up to. “Someone said, ‘Oh, I think they’re working on a Full Throttle sequel. And I was like, ‘They’re wh-wh-what? Nobody told me about that!” I went and asked them, and they were like, ‘Yeah, yeah, yeah, man!’ ‘And no one even asked me?” ‘Um, I don’t know… yeah…’

“I was upset about that. I was horrified. I felt so personally attached to that game; those are my characters. The idea that someone else could make a sequel to it… I was so horrified that I didn’t own it.” It was one of the reasons Schafer would leave LucasArts after making Grim Fandango. “It was fair,” he acknowledges, “I mean, they did pay me for the time. I’m not saying they stole it from me.

Stop putting your lips on that and go read the whole thing, but don't enjoy it so much that you forget that we too used to generate decent content about these games. :(

Knights of the Old Republic II has just received a major update on Steam as it's now available for Windows, Mac, Linux, and Steam OS. The update brings 37 Steam Achievements, Steam Cloud saves. Steam Workshop mods (the Restored Content Mod is now available straight through Steamworks), native widescreen resolution support, resolution support up to 4k and 5K, and gamepad support.

An employee of Aspyr, the company responsible for the ports of the game, stated on the Steam forums that they are working with GOG and Disney to try to get these changes on GOG.com as well, and that they should know more after Gamescom.

The penultimate episode of Telltale's Game of Thrones, A Nest of Vipers, is out now on several platforms, including PSN, Xbox One, and for PC and Mac at Telltale's store. It will be released for PC and Mac on Steam and GOG.com on Tuesday, on Xbox 360 on Wednesday, and on iOS and Android on Thursday.

Double Fine's Broken Age Kickstarter received plenty of attention during and after its lifespan due to being what was at the time the most successful project on the crowdfunding site, video game or otherwise.

Some of that attention proved to be negative, with scrutiny becoming particularly fashionable when the scope of the game, and therefore its schedule and cost, began to inflate. I always saw it as a weird sense of entitlement that required the willful misunderstanding of what a donor is (versus an investor), but at any rate there was, at one point, in some circles, what you might call a controversy.

But it doesn't seem to be a controversy the studio has profited from. Reports Schafer:

"My expectation with Broken Age in the end was just to break even," Schafer said. "With Kickstarter, the risk is gone of losing money on it, so you know you've broken even if you just make the game to that amount of money. But we made it [for], like, twice as much almost as we got in. Or more. So we will just about make that back."

Tim clarifies that the purpose of crowdfunding from his perspective is to remove the categorical dependence on publishers, and by that criteria, the Broken Age experience was very successful.

At the Skybound panel at Comic Con today, Telltale and Skybound unveiled a little bit more about their miniseries about Michonne, which is set during the period in the comics when Michonne is not present.

Sad news today as we learn that character actor Irwin Keyes has passed away at the age of 63. Check IMDB for a list of the actor's many credits, the most famous probably being his roles as bodyguard Hugo Mojelewski on "The Jeffersons" as well as the inhaler-dependent assassin Wheezy Joe in the Coen Brothers’ Intolerable Cruelty.

Here at Mojo though, he will always be remembered as the voice of Bruno the Bigfoot, whose rescue is the primary concern of the 1993 classic adventure game Sam & Max Hit the Road.

Can anybody explain to me what Disney Infinity is? I did my due diligence and skimmed the Wikipedia page, but I can't make heads or tails of it. I'm just too old.

But the reason I'd like to know is that there's this Polygon interview with some vaguely-titled muckety–mucks of Lucasfilm and Disney Interactive where they say, well, this:

I asked Ada Duan, vice president of business and franchise management at Lucasfilm, what other properties the studio might be considering for Disney Infinity.

"Are you thinking about Howard the Duck?" she said to laughter from Disney Interactive studio vice president and general manager John Blackburn and Disney Interactive vice president of production John Vignocchi. "In terms of Star Wars content, there's definitely more Star Wars coming out. What these guys have been saying is that Disney Infinity is a platform for all the IP across the company, Star Wars being part of that. You'll see more. As more movies and TV shows come out and there's evaluation of what we can support, I think Infinity is going to support all the IP across the company. As Lucas comes out with more IP and more Star Wars."

Blackburn added that Disney Infinity's studios are always pitching ideas to Duan, who job is to look after the interactive division of Lucasfilm and work with gaming partners on all Star Wars and Lucasfilm properties.

It was Duan, Blackburn pointed out, that helped get Tim Schafer and his team at Double Fine Productions the ability to work on Day of the Tentacle.

And even those old adventure games aren't off the table, Vignocchi said.

"I'll be like, please, can we do Secret of Monkey Island?" he said. "And she'll say, ‘Can we talk about how relevant this is? There are so many other things we could do.'"

At E3, it was revealed that ex-Mojoer and former Telltale developer extraordinaire, Jake Rodkin's company Campo Santo will have the console debut of their first game Firewatch on PS4. It is also going to be released on PC, Mac, and Linux. No release date has been set, but Campo Santo is aiming for release by the end of 2015.

Humongous Entertainment games are starting to make their way to GOG.com. The Pajama Sam series made its way to the service earlier this month.

The co-creator of Maniac Mansion and Thimbleweed Park, Gary Winnick, had his best selling comic, Bad Dreams, released in trade paperback format on the 17th of June.

While we're on the subject of Thimbleweed Park, be sure to check out the Thimbleweed Park development blog, as lots of good inside information about the development process of that game is being posted regularly.

Mojo is now living on its own server, thanks to our generous Patreon patrons! Hopefully this one will prove to be more stable than Mojo's old home. Hosted sites aren't up and running yet, but they should return soon as well.

As promised, Jason has made a video reading out the names of some of our backers!

In his capacity as the illustrious guest on the latest episode of the Playstation Blogcast, Tim discusses all kinds of topical Double Fine things, including Broken Age, Grim Fandango, and his favorite text adventure game.

Nice. After releasing LucasArts games in batches up until now, GOG has abruptly put out a single game today, but it's a good 'un: Afterlife, Mike Stemmle's satirical, overly-complicated but very much underrated take on SimCity that assigns you the task of managing Heaven and Hell for the denizens of a planet called The Planet.

Missed out on the game back in 1996 like some sort of uncultured hick? You need only fork over $5.99 to join the prestigious group of folks who have played Afterlife. Don't forget to type "SAMNMAX" (caps necessary) three times for the lagomorph's obligatory cameo.

Tim sort of recently announced that our very own forefather James "Spaff" Spafford has joined Double Fine to be Community Manager, meaning he'll be banning people for bad behavior the same way Remi bans people here for failing to pay him not to. Dude's clearly been busy, so it's no wonder he hasn't been able to help us regain access to the Mojo domain.

Our very own curator of all things cut and changed from LucasArts and Sierra games, ATMachine, has captured three of the images from the video and corrected the aspect ratio (as the images in the presentation were cropped, meaning the original rooms must have been even wider). He has presented them to you in the most authentic manner possible.

The GOG and Steam releases of I Have No Mouth, and I Must Scream included an enhanced version of the soundtrack.

With the help of ScummVM developers, two fans by the names of SirAlastor and Alpheon, went through the game and found all the music cues, and Alpheon posted instructions tto change the music from the included soundtrack to tracks that ScummVM would read, so the music could be played within the game itself. He also posted a video showing the enhanced music in action, compared to the music from the original game, which you can view embedded below or here if the embedding doesn't work for you. The difference is quite striking.

IF Games has announced that their adventure game, The Perils of Man, which has a design by Bill Tiller and Gene Mocsy of Autumn Moon, and is also co-written by Mr. Mocsy, will be released on April 28, 2015 for Windows, Mac, and iOS. Episode 1 of the game was previously only available on iOS, and for those who have already purchased the iOS version of Episode 1, the app will be updated to the full version at no extra charge once it's released. They also released an announcement trailer for the game, which has been embedded below. You can see the trailer here if the embedding doesn't work for you.

Update (26th of March):The Double Fine Adventure Kickstarter page has been updated with the news as well. As suspected, the computer versions won't have separate release dates. Broken Age will release on Windows, Mac, and Linux worldwide on the 28th of April. Only the PlayStation releases will vary by region, since releases on those platforms only happen on certain days, and the release days are different in North America and Europe. The cover art for the Nordic Games retail release has been revealed in that update as well. The backer box will be bigger and will have a different design (although the art of the box will be based on this one).

The release date of Broken Age Act 2 has been announced. It will release on April 28, 2015 in North America and April 29 in Europe. It will be released for Windows, Linux, Mac, and will be available for cross-buy on PlayStation 4 and PlayStation Vita. It's unknown if the separate release dates for regions relate to the computer versions as well, since the IGN article makes it seem this way. This is unlikely though since Steam and GOG.com don't have any region blocking for ordering (unless, presumably, required by law), as far as I know. However, even if that ends up to be the case, at least it's only a day.

While you're at IGN, if you don't mind spoilers for Act I and the first part of Act II, they have a video up where they play through the same 12 minutes of the game that was previously revealed, but this time they play through it with Tim Schafer. They discuss what has transpired in the three years since the Kickstarter was announced, the decision to split the game in half and what to expect from the rest of Act 2.

A Sackboy costume was advertised to be included in the PlayStation versions of Costume Quest 2. For undisclosed reasons, its release was delayed. It appears that whatever has been causing that delay is no longer an issue, as Costume Quest has finally received an update on PlayStation platforms which makes the Sackboy costume available to purchase in-game from Costume Quest's black market dealer, Shady.